Does What a Spider Can! UMvC3 Spidey Combo Thread

Does anyone here have some link or knowledge describing how the combo system exactly (or even close to it) works? I’m pretty sure everyone here knows about timings and such (standing vs flipped/aerial opponents) since Spidey’s combos do require some strict spacing in between some inputs. However, I still find it find it quite weird that long combos (my bnb for this instance) that end in sj magic series sometimes cause opponent flips in between inputs.

c:l: c:m: c:h: xx :l:web swing j:m: j:m: j:s: s:h: xx :l: web throw, OTG zip j:s: s:m: c:h: xx :l: web swing j:m: j:m: j:s: s:h: xx :l:sting/bite c:h: s:s: sj:m: sj:h: sj:s:

This has been my bnb for the longest time but have been asked so many times as well on why the opponent flips during the last sj magic series. I don’t have the exact information why but I think it has something to do with timing :l:sting/bite and the zip OTG. Even I sometimes get flips despite having been able to flesh this combo out for so long. Phantasy even edited out the last part of this combo to avoid the getting flips. The weird thing too was that, while I was practicing a bunch of combos and setups last night, I accidentally added another sj:m: to my bnb without the opponent flipping (this would easily allow missiles to OTG without much issues).

I tried using :m:web throw (Otavio uses this for his bnb) as a quick reaction to this and sure enough, it did work. I thought that it had something to do with the web throw, but I when I tried :l:web throw, it also worked. Funny, but this was actually the first time I was able to get another sj:m: to work in my bnb unless the bnb started with c:l: c:m: s:h:. The combo (extra sj:m:) is inconsistent though but I do get it around more than half of the times I attempt it.

Long story short, I want to have an idea on why opponents flip when I’m doing when doing the same combo with probably very miniscule timing changes (midscreen, corner, near corner) but am still able to add inputs without them flipping. Weird, no? Just read the long one. >.<

Getting some info on how this works may open up more combos for Spidey.

I actually have experienced a similar issue with one of my plink dash combos:
j.:s: land c.:m: c.:h: xx :l: Web Swing j.:h: j.:s: land st.:h: xx :l: Web Throw plink dash c.:h: xx :l: Web Swing j.:m: j.:m: j.:s: land st.:h: xx :m: Web Throw plink dash c.:h: xx :l: Spider Sting~:h: -other stuff-

For some reason, there is a random chance that the opponent will flip out between the st.:h: and :m: Web Throw in the second web swing sequence… I want to say it has something to do with the amount of time they spend in the air, but I can’t be too sure.

Have you tried using j:m: j:m: j:s: after the first swing?

Air time is also the same reason I think why flips happen but it’s hard to point out without having concrete information on the combo system. Extra hits, :l: attack ones especially, add to HSD but it seems that 1 or 2 normal air attacks don’t add much to HSD, meaning that you can do j:m: j:s:, j:m: j:h:, etc. before the first ground series without much issues.

Best example I can think of is when you do:

c:l: c:m: c:h: xx :l:web swing j:m: j:m: j:s: s:h: xx web throw

If you only have 2 air attacks, say j:m: j:m:, before you execute the combo you’d be able to use :l: web throw. Adding more hits before the first ground series, say zip j:l: j:m: j:h:, you’d have to use :m: web throw for the combo to work.

Extra stuff:

My BnB flip breakdown:

[details=Spoiler]My bnb has 3 flip points (in brackets)

c:l: c:m: c:h: xx :l:web swing j:m: j:m: j:s: s:h: xx :l: web throw, [OTG zip j:s: s:m:] c:h: xx [:l: web swing j:m: j:m: j:s: s:h:] xx :l:sting/bite c:h: s:s: [sj:m: sj:h: sj:s:]

[OTG zip j:s: s:m:] - This is one of the barriers to playing Spidey combo-wise. Not sure how to explain this one aside from feel and experience but it would seem that it’s better to let the opponent lay flat before getting this to hit, ie. after web throw (not sure if this adds HSD because I’m comfortable not having to wait for a flat lay). Same principle I have in mind is when you do Doom’s corner bnb too fast (not letting the opponent lay flat after the last rep), the opponent flips after when you either do s:m: or s:h: xx Doom Time.

[:l: web swing j:m: j:m: j:s: s:h:] - Flips happen usually after the web swing and j:s:. I think this part relies on how deep you go with the OTG zip then swing portion of the combo. You have to make sure that the j:m: j:m: before this part puts Spidey low enough for him to land after j:s: without them first flipping after the web swing. The sting/bite is easy to hit when you get to hit the s:h:.

[sj:m: sj:h: sj:s:] - This is the part where it gets weird. For my bnb to work, I have to delay the sj:s: for a very tiny bit to get missiles to OTG, however, there are times where the opponent flips just after the sj:m:. As explained on my previous post, I was able to actually get another sj:m: into the combo without them flipping, so why would the opponent flip that early after the sj magic series?[/details]

at this point i think it depends on how early you get spider bite. earlier spider bite will guarantee M.
at this point i only go for sj M on web throw starter. if i started on ground chain crLMH etc I only do wait a split second (as if i was using jM, but not using it), jH,jS.

also hsd runs on a timer. the longer you take the more hsd.
aka m web throw has slightly less hsd since it comes out faster i believe

I think so too. However, I still get flips sometimes even though the sting looks very tight. I don’t mash bite because it makes it worse.

Timer? I guess that can be concluded but is there any concrete evidence of this? The guide wasn’t able to describe much details on HSD, it just says that combos are harder to pull of post 12 hits.

:m:web throw comes out 4 frames faster which is weird since I can pull off the extra sj:m: even with :l: web throw.

I’m trying to get into spiderman and this thread seems kind of…not helpful on which combos are ideal for spiderman…I’m using Spiderman, Dorm, Doom can someone help a brutha out?!

I got you covered for Spidey+Doom combos. Check my sig. For Dorm stuff, try Airborne’s youtube channel.

if you’re looking for a technical character with payoff, go with viper
spider/dorm/doom is a dormammu team.
spiderman/missiles combo that is most consistent for more damage is raoh’s bnb (slightly modified)

crLMH Lwebswing jMMS (or jHS on smaller characters), sH Lwebthrow, airdash otg webzip jS, sM crH L webswing jMMS, sH Lspidersting/bite, call doom, crHS, slight wait, jHS. (opponent is now in corner) forward jump crossup zip jS, H webthrow back into corner, crawler assault

just doing whatever into spider sting/bite, into call missiles crHS jMMHS (missiles hit) into either a UWT reset or web throw->maximum spider->stalking flare is aight

do a doom corner loop with S->jM (1hit) jfH jS, sH (repeat)

try it with no gaps and try it with a long gap between the otg. you only get 3 reps on the slower version vs 4 reps of faster
grounded opponent/being in super jump runs the timer slower

Works with 2-hits also.

Now that you mention Doom loops, I remember. Still, there should be some info somewhere on how exactly HSD works though.

At the end of the day, a character’s combo worth is measured by the character alone with no assists, with or without x-factor.
That being said, not all characters are created equally, Doom, Spencer, Wesker, Strider, and Wolverine come to mind as characters that can keep you juggled, and destroy you if an opening is found, ALL DAY, every day. Spidey unfortunately is not on that elite list. His hit stun decay in his web throws alone throw off all potential to have that final automatic killing option given an opening, that and lack of a “good” and “consistent” OTG(compared to those listed above) hurt him in this aspect.

If you have equal training with any of the characters listed above, the feeling of pulling off a clutch win seems more plausible than if Spidey is your last character standing.

Where does Doom’s hit stun decay come into play? On his 5th juggle into the air, when his combo is already approaching 40+ hits, his meter is already filling, and you know his downward ray followed by super is coming. He just has it like that. Spidey has to work, on point at the fight flash, or as your last character standing, there is no gimme’s.

Max said in one of his video homages to Spidey(and I unfortunately would have to agree) that Spider-man and Spencer are comparable characters, however players tend to gravitate more toward Spencer due to his ease of use and the fact that he has better juggle properties/options AND power behind those shots. For face value players, he is more bang for your buck.

I love Spidey, he is on every one of my teams, and I would sooner drop the game than to drop him, I just think he got shafted in the juggle department, which kind of goes against his character.

If you ask me, Spider-man can hit pretty hard off of a random web throw with no assists, especially with all sorts of resets he can do by himself.

For sure, however it is not as… Automatic?? As some of the other cast.

Fixed it for you.

HAHAHHAHAH… Did not want to go there at the risk of offending characters fans… Glad someone picked it up though :slight_smile:

True, but he isn’t really that hard to get in with and hit confirm compared to Iron Fist or something. Man that guy, he hits like god damn truck but I still don’t think it is enough damage because he is so damn hard to land a hit with, let alone hit confirm.
EDIT: oh yeah, and that is why I play Doom. I need a braindead character with a braindead assist to help me out :lol:

No one here ever said that Spidey was top tier material nor was he ever mentioned being good at all in anchor.There is no other way to play Spidey decently other than on point as his assists are all bad to mediocre. You can’t even safe DHC to him because his supers have awful recovery. So, comparing him to good anchors and rating him based on his solo stuff won’t get you anywhere.

True enough… I guess it comes from anger that brain dead characters have brain dead moves where Spidey “should” dominate… Mainly air and speed/juggle

[media=youtube]gWlN2BXt0Fc[/media]

I don’t think it takes cinematics into play however. Every move has their own minimum amount of course.

Also, I hope a lot people think Spencer and Spider-Man are the same. They will get bodied by one or the other by using the same approach to the matchup (unless you are Morrigan and you flood dat screen :3). TBH, I don’t really understand the infatuation with Spencer other than he hits hard and Arm is fast (but if you have your own invincible moves you can smush it anyway). Having your main unique trait as damage is pretty good I suppose but in this game 1.5 combos is death anyway, or you can just put Vergil behind ya, haha.

Petey is just Gohan, gotta unlock all the power ups. Takes a while, and you have to think while you fight, but he goes even or better against a huge part of the cast, and he matches up with characters that cover his bad matchups well. You get a fairly complete package once you learn application for a good chunk of his tools.

Would have been more credible if he used the teleport for testing the timer as he was a bit farther than without it. Anyways, I also mentioned after that I think there’s a timer based on the Doom corner loops but it’d be better if we have some detailed information.

Spencer imo, is only good with unscaled grapple. Without the 80k, he’d probably be in the same tier as Spidey or just a bit higher.

i am super depressed when it comes to my spiderman play lately. thought i was doing alright and now i just don’t know what to do.